Playable was not disposed warning
I am using instantiate to create a game character and have been doing so for some time. After upgrading to 5.4 I now get this annoying little warning, Playable was not disposed, referring to the line in the code where the character was instanced. The warning shows up after stopping play mode in the editor, but it only happens once, the first time after a fresh start of Unity. If I continually run the project through the same process, no warning. If I restart Unity, I get the warning again the first time it runs through that code. Am I doing something wrong or is there something I need to set in 5.4 to stop showing this warning?
I don't have an answer, but I just saw this as well, exactly as you described. Would be nice to know what's going on .
Good to know I'm not the only one. Hopefully a developer or someone will chime in with what's going on.
It seems to be related to the Animator component. I haven't seen this behavior in items without one. Although, I don't know what it is about the Animator that is creating the warning on the first run.
I can verify that it's happening on objects without Animator components for me. The warning appears on the line of my object pooling script where the objects are instantiated, but none of the prefabs have Animator components.
I too have started to experience this error message after having upgraded to Unity 5.4.0f3.
After some poking I have noticed that it only seems to occur for me when I instantiate a prefab that contains one or more Animator components in it's object hierarchy. The problem doesn't reproduce every single time I run the game; it happens 8 out of 10 times I would say.
On my case, it happens when I use the SetActive method of the object containing the Animator when I stop Play mode in Editor. Seems like a warning raised by Unity to raise that some internal component shouldn't be in that state when stopping Play mode. Probably just a Unity dev $$anonymous$$m forgotten log... :)
Answer by ryan_unity · Dec 09, 2016 at 02:30 PM
There was a bug fixed in the Unity 5.4.2p2 patch release that looked similar to this. So I'd recommend trying that version or newer :)
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